lucid's Forum Posts

  • I don't know too much about c#, so maybe someone can expand upon whether that comes with it's own similar problems, but python has a few features and idiosyncrasies that I think will require you to later relearn things, that are common to most major languages, whereas I hear c# is very c-like.

    things like using horizontal whitespace to block a subprogram. not have to declare any variables. and inheritance and classes in general are very awkward in python, and to me seem like bad starting points for learning about them. I know classes are something you're going to learn in the first few weeks, but they arrive precisely when programming starts to get really powerful and interesting. so why not already be in a language that will make them both easier to understand, and better prepare you for other languages.

    Also, as others said, C# is popping up everywhere. it's getting bigger, where python seems to have it's place, but not one in constant large scale growth

  • if you have large moving sprites for platforms, per pixel causes major slowdown

    I don't think 1024x1024 is impractically large for a modern hd game, but look at this cap

    runs fine

    toggle the action that rotates the sprite, and it causes major slowdown on my system, which is not top of the line, but fairly up to date:

    bounding box collision: 9300 fps

    per pixel: 25 fps

    AMD Phenom II X4 965 Black Edition Deneb 3.4GHz

    4GB 1333 (PC3 10600) Dual Channel

    Radeon HD 5870 1GB

  • The most popular dual stick shooter out there right now is probably "geometry wars"... there was also the game "smash tv" which might have been the first to use it... I love dual stick shooters but to play them on a computer you would probably need a controller (which I have luckily)...

    I think the ghost shooter tutorial is basically a dual stick

    seems to work fine with mouse/keyboard as well

  • I had some really complex creation behavior I needed at one point.

    In situations like this, the function object really shines.

    Use the function instead of a create action,

    In the function, you could put anything you'd want in an On_create event

    You could even have an "amount" parameter, and have that parameter set the amount of times for a for loop to run to create multiple objects

  • not sure what you mean, and in any case, that sounds like alot of work for what should be as simple as clicking an option in a dropdown menu

  • right now, if you have a thin rectangle turned at a 45 degree angle

    per pixel is a waste of resources, especially if the object is very large

    but bounding box, creates a non angled box that encompasses the entire diagonal object

    and has no practical use whatsoever in most situations, but is very fast

    I think the ability to have a bounding box that would enclose the original sprite, basically the box you see in the picture editor, that will turn with the object's angle, and scale with it

    would be much quicker than per pixel, and be extremely useful in many situations

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  • gonna chime in again.

    yeah, i think iphone has the larger share, but it's inevitable they'll be overtaken in the near future by android, and probably windows mobile 7 as well.

    also, I'm not much for license knowhow, but I've seen more than one multiplatform game or app editor, that requires a mac to export to iphone. Something about special mac files needed to compile to iphone, and typical steve jobs bullshiz. Might be something to look into

  • this was one of the things I was hoping to create eventually a bajillion years ago when in my naivety I thought I had time on my hands, and started that procedural animation editor.

    but it is damn awesome

    the only thing that's annoying, is I've seen several amazing ideas like this as university projects, and no one ever seems to turn them into full fledged real editors. I don't mean the busy students themselves. but you know, someone buy them up and do it

  • I know you probably already know this, but people have made working calculators, and tic tac toe AI's in little big planet as well

    as far as minecraft goes. I can see the appeal somewhat, but not the insane interest. maybe I'm missing something. but the sales are awesome. it'd be the perfect story if the guy was poor and struggling when he started.

  • I think rojo fixed them for the next build that's not out yet, according to source forge

  • custom named controls are broken in the last two versions

    I anticipate them being fixed in the next version or so, though, since they were working before, and it's a pretty serious issue

    if you use the default named controls like "Move Left" and "Jump"

    i think those are still working

  • Neither are finished. Mine less so than arsonides, but:

    Procedurally generated animation, and procedural infinite universe generation, respectively

  • Thanks rojo, though I had already found it. Wasn't quite what I needed. I was actually hoping you would respond to this thread, since you had created the resource plugin I thought maybe you'd have some insight into the problem. Basically I want to be able to create custom resource files, I was hoping for a simple solution. Sort of like fstream, but where I could include pngs and maybe sounds along with it. I did find one solution on a gamedev site I'll use if there's nothing elsewhere in the sdk that can help...anything you've stumbled upon that might help?

  • trying to find the definition for :

    virtual TextureHandle CreateTextureFromFile(PCTSTR filename, texture_format format = cr::texture_format_a8r8g8b8)

    basically I'm trying to figure out how to load/save texture from/to a file containing the img data along with other info, if necessary using binary fstream functions. the files will always be in png format before being combined with the other info.

    I'd appreciate any help on this front

  • nah,

    recently became obsessed with the show Adventure Time

    but the show reminded me of the game